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Baldur's Gate 1 No-Reload Challenge


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#10726
Aasim

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Nice game you got going, Blackraven. Keep up the good work!


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#10727
Jianson

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Blackraven, what a crazy update. What carnage!

Well done pulling through as well as you did. Progress will be interesting from here.


as three Ghouls appeared in front of us, animated I think by the Undead Mage.


Is it Serene or is it Blackraven who thinks this? Whoever it is, their guess is wrong.
Spoiler



Hm, Minsc as a Berserker? I just can't see myself playing with him in a way where he can't sneak or charm animals.
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#10728
Charlestonian Knight Templar

Charlestonian Knight Templar
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I’ve been in Baldur’s Gate for a week & a few, mostly earning gold where opportunity presented itself. Seems people are falling over themselves to lighten their purse to my benefit. On the way across the bridge @ Wyrm’s Crossing I was approached by none other than the 2nd in command of the Flaming Fist asking me to look into unusual developments @ the Seven Suns Trading Company. For 2,000 GPs I’ll look into as many ‘suns’ as he can come up w/but it is a trifle ironic isn’t it? I enjoy knowing that it is the very people I hope to one day destroy who are giving me the chance to become more powerful @ heir behest.

 

Key Event: I looked around a bit, visited a few stores, including a mega-magic store called Sorcerous Sundries.  Expensive but good to have as a resource. As I was looking around I went upstairs, thinking there might be more to see there but instead ran into four mages who were angered I’d disrupted a spell they were casting. They turned hostile & I thought we were in real trouble. We reacted to counter them too slowly & before I knew it I was panicked, as were Shar-Teel, Viconia & Safana. Not a good situation w/four mages. Kagain was masterful, Enraged & already preferring Spellcaster Attack. He finished off one of the three quickly that had already taken a blast from Viconia’s Wand of the Heaven’s before she panicked. Quayle too, was picking targets masterfully, casting Blindness on them one @a time & I saw him use Agannazar’s Scorcher on one of the three that remained after Kagain’s first kill. Soon the second of the four spellcasters was dead & three of the four of us, minus Viconia, had recovered from our Panic & were closing on the final two for the kill. We took some lumps, a couple of us from Melf’s Acid Arrow, but I lost none & the battle was won.  Decent loot, four mage robes to sell, some gold, etc.  

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INAUSPICIOUS START!

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THANKS BE TO MY OVERLORD DEMON....

 

My group was accosted by a man who said I’d killed his brother Aldeth in the Cloakwood. Yeah, I remember that guy – a profitable kill. His brother was no pushover but I beat him down w/help from my subordinates. He carried an enchanted Heavy Crossbow that yielded some much needed gold.  While I’m thinking about it, I also was attacked by a man who said he knew my father @ the entrance to the docks. He was likely a mage, as he disappeared but Quayle countered w/Detect Invisibility. I killed him w/a little help from my servants but nonetheless his words didn’t seem to be about Gorion.  Oh well another body to step over that tried to get in my way. Thirdly, there was a massive Ogre named Larze that attacked me in a place called the Blushing Mermaid. This wasn’t your father’s Ogre.  He was a workout & a half, nonetheless he died for his trouble.

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ACCOSTED BY ALDETH'S BROTHER

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THIS GUY SAID HE KNEW MY FATHER...& ATTACKED ME FOR IT

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CAN'T EVEN STOP IN TO LOOK FOR A ROOM W/O BEING ATTACKED - BIG-ASS OGRE THIS WAS!

 

As I walked around the city getting familiar, best I could, I was approached by one who promised an enchanted item in return for my ‘collecting’ a nymph held captive by someone named Ragefest. I don’t recall if he said they were both mages but they were. I found the home of this Ragefest & took her from him as did I his life. Other than a Knave’s Robe he had little to offer & I dragged the Nymph off the Ramazith.  I turned her over but felt slighted when he handed me some Bracers which I had yet to identify. I decided that since Ramazith was involved in duplicity anyway, an assault on him would go unnoticed & yield more loot. He was easily smoked like cheap pipe tobacco. I’ve learned that killing Nymph’s resonates throughout the realms & that I would endanger myself by killing her so I let her go after I’d gone up to the top of Ramazith’s tower, killing Mustard Jellies, Ghasts, Hobgoblin Elites & Kobold Commando’s before getting to his personal chamber & raiding his loot which included a Manual of Dexterity.

 

I went to the Seven Suns Trading Company next & found it overrun w/Doppelgangers. I found the head of the joint, Jhasso, a prisoner in the basement & calculated that letting him go would bring more gold than killing him along w/the Doppelgangers.  Easy enough. After that I went to Flaming Fist Hqs & met the 2nd in command, Scar by name & got 4,000 GPs for the job, a bonus over what he promised originally.  He also gave me 300 GPs up front to look into some disappearances in the eastern section of the city, in the sewers. My Overlord Demoness must be directing my steps, or maybe it’s her Mistress, likely a Demon Lord, my Demon Lord.  I found a sewer grate, descended & dropped right in on the culprit, an Ogre Mage w/a family of Carrion Crawlers. The Crawlers are easy enough although their sting/bite did manage to Hold a couple of my subordinates. We focused on the Ogre Mage, popping him w/Larloch’s Minor Drain every time he started to cast while, in true form, Kagain went for the guy trying to cast spells. The Ogre Mage died & we finished up working our way thru the east sewers to kill maybe 20 total Crawlers & a couple of Phase Spiders. Then I found the bodies of a half-dozen of so victims, one obviously of noble birth. I grabbed her & a few rings, some gold & headed back to Scar. He handed me 3.000 GPs for the job & for returning the noblewoman’s carcass & a family ring. Worth the effort. 

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EASY GOLD!

 

I missed out on a chance to retrieve some dead kid from the Water Queen’s house. The kid’s dad was a priest who’d been told by his church that his son’s death was due to his own callousness & they wouldn’t help him to retrieve the slab of meat. I pushed for him to rob the churches’ coffers to pay me for my efforts in more than just a paltry sum & a magic item. I went to the Umberlee temple & they were not helpful, rude even. I have a good mind to go back & wipe them out. I’m sure the authorities won’t care.

 

Shar-teel seems to be mellowing, maybe she was havin’ some feminine issues a couple of weeks ago.  She confided in me about some very intimate & personal details about her past but used it as a way of tellin’ me to be more independent & not be swayed by all the voices that pummel my head daily…except hers of course.

 

Treasure of Note: Gauntlet’s of weapon Skill (me);Manual of Dexterity (Safana or Me?); Ring of protection +1 (Shar-Teel); Ring of Holiness (Viconia); Again various Potions & Protection Scrolls Quayle can’t identify for sure – luckily most we know by site even w/o an Identification Spell, so in a pinch they’re usable. Unfortunately, not so w/the Protection Scrolls but I did have one I suspected to be Protection from Magic verified – that’s staying w/me. A carryover from last journal, Safana pickpocketed some guy in the Feldepost in Nashkel of a really cool cloak that adds serious Charisma to her already hot little self (Algernon’s Cloak).

 

Current Disposition: Resting @ the Splurging Sturgeon

Next Steps: Scar has mentioned a mission to the Iron Throne, think I’ll mosey on over there to find out what that’ll pay

 
Level Up: Safana received word from her Thieves Guild that the Guild Master is granting her the title, Sharper (Thief/7) & she now has skills to O/Locks, P/Pockets 55% & F/Traps, H/Shadow, M/Silently @ 50%; Kagain also improved his skill & is a Berserker/6 & improved his 2HWS skill to *** to accompany his B/Axe proficiency @ ***; Quayle also heard word from the Illusionist Guild that he is now a Phantasmist (Illusionist/7) but we can’t find a copy of the only 4th Level Illusionist Spell, Improved Invisibility anywhere so aside from adding a 2nd Invisibility to his memorized 2nd Level Spells he gained little but hit points & improved saving throws from the advancement.

 

Current Party: (Reputation: 5 - Disliked)

Ironside: Ftr/Fallen A-Pal//6, F/P/Mail +1 w/RoP +1) wBoots/Avoidance, Girdle/Bluntness, Gauntlet’s/WS; Spiders Bane**, B/Sword+1/+3 vs SSs**,  (THWS**); Lord Foreshadows Ring) (Sirine)

Shar-Teel: Ftr//6 w/F/P/Mail w/RoP +1 /2 L/Swords*** (2HWS***)(Ramazith)

Viconia: Cleric//6, S/Mail w/S/Shield*, Mace*, Slg*; R/Animal Friendship, R/Holiness (Phase Spider)

Safana: Thf//7 w/S/Leather, Dart*, S/Swd* & Dgr* (Davaeorn)

Kagain: Ftr/Bkr//6 w/S/Mail & Battle Axe +1 *** (or Throwing Axe***)(2WS***)(Sword Spider)

Quayle: Mage/Ill//7, Dgr*, Slg*(Whebber Ott)

 

Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)

 

Blue Font: New information;

Red Font: Monster encounters (first use)

(Best kill)


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#10729
Charlestonian Knight Templar

Charlestonian Knight Templar
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CKT, you and I both post on the Baldur's Gate Forums, as well as on here. What I usually is post first on the BG Forums where you can upload your pics from your computer. After posting, you can copy and paste your post here. It will include the pics. (If you hide your pics on the BG forums behind a spoiler button, you need to "unhide" the pics first). Hope this helps.

really appreciated this post.  Had no idea that would work but it does like a charm - still have to play w/the font to get it like I like it but I have that on MSWord before I paste it anyway so that's no problem.  Now I don't have to mess w/Photobucket or Image Shack.

 

Btw, my bank returned all the charges to Image Shack so I'm happy they didn't stick me w/charges for services not provided.  

 

Standby for news on Ironside & Shar-Teel.  

 

Thanks BR!!!



#10730
Grond0

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Wrecking Crew IX (update 2)
 
The Crew have made a good start to their adventures, having cleared all the non-TotSC wilderness areas prior to starting the main quest.  Thus far no-one has been killed.
 
As an immediate test of their abilities against casters I set them on Firebead in Candlekeep - he failed to cast a spell.
 
After a fair amount of work going up to FAI and around Beregost the Crew finally got their first level.  They celebrated by another unprovoked attack on a mage - this time Silke.  Further south, Zordral was given a fairer chance with the group not running out of the tent to dodge his horror spell.  Only 2 of them failed to save and the mage died seconds later.
 
After saving Greywolf they picked up Samuel and took him back to the FAI.  Returning Landrin's goods while there got everyone to level 3.
 
Travelling through the Cloakwood provided everyone with armour (only Slane as the designated front character bought armour originally) as well as a magic weapon each (though mainly non-proficient).  Funds also looked good as well with the sale of 8 winter wolf pelts!  Everyone got to level 4 there with the death of Neville.  A potentially tricky fight was with Borda, but spreading out meant he only scared one of the crew and playing tag team with magic missiles avoided anyone getting too badly damaged.
 
The new magic weapons were put to good use by swarming the vampiric wolves in the temple area after their cousins were all shot.  I was intending to try the same with the Doomsayer, but spoke to Charleston Nib with the wrong character and he told us to get lost.  However, the Revenant and Narcillicus' jellies got the magic treatment.  The latter provided level 5 and I thought might result in the run's first death as Slane was poisoned.  After the jellies were killed I attempted to rest to provide a cheesy antidote to the poison.  Some ambushers turned up to prevent the rest, but Slane's poison soon stopped anyway (he had had a Bhaal healing in between the screenshots).
 
At the basilisk area, Slane was protected by green scroll and led the assault on the monsters.  Mutamin failed to talk under a combined assault and Kirian and Peter managed only a single lightning bolt from their spell attempts making victory easy.
 
There was some more easy XP at the lighthouse.  Slane used a potion of clarity on the sirines (although he probably would have been fine without it), before taking on the golems - they just managed a couple of consolation hits on him.  As he's normally the only one in the party that takes damage, he will make use of the constitution tome.
 
Moving up the coast no-one had sufficient charisma for Shoal to talk to them.  However, she was willing enough to talk after being slapped about a bit :D and ogre Droth soon bequeathed his helm to Slane.  I confirmed in that area that sirines could be tackled without protection - they did get a couple of charm attempts on Slane, but both failed.  Most of the Crew got the XP for level 6 there and the others joined them while fighting their way through to sell stuff at High Hedge.  HP rolls for the first level were poor, but since then they've been generally good with only Tribune and Chast currently being marginally below average.
 
Helping out a farmer at the ankheg area got reputation up to 20 and the Crew shopped at Ulgoth's Beard for Cloak and Amulet.  Then to Beregost to get a few magic weapons and some full plate for Slane.  Tribune was still short of a magic hammer, but Bassilus soon sorted that out.  That leaves Chaste as the only one without a proficient melee weapon (BG is a bit short on magic clubs).  I decided the Crew should now be up to taking on Kahrk so travelled to Firewine Bridge.  Meilum handed over his bracers without a struggle before seeking out the ogre mage.  He was much less formidable than I remembered (I was thinking he would use chaos, but that must just be the SCS version).  Slane was forced to retreat after soaking up some acid arrows, but was never in danger.
 
On to Gullykin where Molkar and his crew managed just a single horror (that Slane saved against).  They used the back door to the ruins where the ogre mage failed to cast a spell.  Lendarn was attacked with the arrows of biting from the sirines.  He saved against an initial hit, but his spell was interrupted anyway and he didn't get another chance to cast.  By spreading trap damage around they managed to explore the ruins without anyone being critically injured.  A similar approach was used to clear the ruins at Ulcaster.
 
Larswood and Peldvale provided plenty of magic arrows from Black Talons before the Crew sorted out a zombie infestation for a farmer.  That left the Red Wizards in the only wilderness area not yet vacuumed.  They were no real problem (Max was scared, but didn't run into any other enemies) and the Crew are now ready to assault the Nashkel mine.
 
Tribune - fighter 6, 67 HPs, 179 kills
Slane - fighter 6, 77 HPs, 338 kills
Ace - fighter 6, 70 HPs, 295 kills
Chaste - fighter 6, 66 HPs, 133 kills
Max - fighter 6, 74 HPs, 124 kills
Flange - fighter 6, 76 HPs, 141 kills
Slane is typically the only one in melee and benefits from using a proficient weapon.  Ace is normally throwing axes (and hence also has proficiency bonuses), which has left him the only one competing for kills with Slane.  As the boss Tribune has grabbed the best support equipment (bracers of archery and, latterly, Meilum's bracers).

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#10731
Blackraven

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@Aasim, thank you! I'm enjoying this run indeed. :) The only thing I don't like much is that Coran and Dynaheir have died so often. For the story, I'm going to keep them. But I think that in a next playthrough I'll apply a rule that NPCs can only be raised once (or maybe twice).
@Jianson, thank you as well! Lots of carnage and more of it to come, as you can see below...
Btw the journal is written from the Serene's perspective, so it was she who thought that the Ghouls were raised by the Skeleton Mage, but to be honest, I thought so as well...
Re: Minsc, well I almost never use him (prefer Kivan/Valygar), but if I do, I also build him as a sneaking (dualwielding) Ranger, but this time with a Beast Master charname, and possibly Kivan joining at one point, I decided to to have him clad in "full plate, and packing steel".
@CKT, glad to be of help, and glad also that you got your refund. Keep it up, your evil heroes are inspirational to me. My next character that I want to truly roleplay is going to be an evil Barbarian/Druid. I'm not going to copy you, but I do want to try a similar concept, thanks to you.

*************************************************************************
Before we traveled to Beregost, we visited the Nashkel Carnival again to buy some healing potions. In one of the tents we met an angry wizard who first killed a seemingly innocent Sorceress for being a "witch", much to Dynaheir's dismay, and after that he attacked us. Coran activated the Sword of Rage’s rage ability and remained unaffected by the Wizard’s attempts at charming him. The Wizard did hurt Dynaheir with a Melf’s Acid Arrow, which prompted the three of us to step outside the tent. I had more room to manoeuver there, and took our foe down with my bow and arrows. A nice and relatively easy victory against a potentially dangerous foe.

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We then traveled to an area northwest of Nashkel where a Paladin named Bjornin had told us we could find a number of Half-Ogres he would like us to slay for him. I thought this a good idea what with our reputation in the region no doubt affected by Minsc’s frenzy in Nashkel. The slow Half-Ogres were no match for Coran’s and my firepower, nor were three bandits after Dynaheir had successfully webbed them.

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In the same area, we helped the famed Drizzt Do’Urden extinguish a band of Gnolls. Dynaheir webbed them and Coran and I slew a few of the monsters. Afterward Drizzt criticized us for not helping! All three of us found this most ungrateful and pedantic of the Drow Ranger, but I guess even a hero such as he must have his faults. On our way to Beregost we were careless, traveling without Invisibility 15’ Radius. It nearly cost Dynaheir her life.

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In Beregost Bjornin rewarded us with a Medium Shield +1 [but the party got no rep. increase]. At Feldpost’s we had a shockingly difficult fight with Tranzig after he refused to tell us what he had to do with Nimbul and with the Nashkel crisis. He horrored both Dynaheir (who had tried in vain to do the same with him) and Coran, and hurt the two of them with magical and physical attacks. Tranzig’s Horror didn’t affect me as I had kept a distance with the idea of pelting the Mage and interrupting his spellcasting. That plan didn’t really change; there was little else for me to do. Fortunately, once I got rid of his Mirror Images, he was easy pickings.

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On Tranzig’s body I found the Bracers of Archery which I had most use for, now that Coran was the party’s new meleer. There was also a letter indicating the location of a Bandit Camp from where various raids had been organized. I didn’t see the relation with Nashkel nor with myself, but I suppose that’s only more reason to go and investigate.

First we rested though, and paid for that dearly. Another group of hired killers had tracked us down. They awaited us outside Feldepost’s. Dynaheir cast a Web, just too close to Coran and me, catching the both of us in it as well as our foes. I dare say that if the latter had somehow been resistant to Dynaheir’s web, they might have well slain us there and then. In the meantime Dynaheir cast Horror twice in our foes’ direction, causing their dwarven warrior to flee in terror. We wouldn’t see him again. Around the same time their priest freed himself from the web and cast an Unholy Blight upon the party, killing Dynaheir and severely injuring Coran causing him to lose morale and run away in fear. He would fall soon after, though I didn’t see who dealt the killing blow. When I finally got free I drank a Potion of Magic Blocking and fled into Firebead’s home, but my old “friend” disappointed me by refusing to help me in any way when my enemies (minus the Dwarf) entered. I cast a Flamestrike on the enemy priest, which killed him. Then I poisoned another, a gnomish Fighter/Illusionist, with Darts of Wounding (in the use of which I’m not even proficient). It prevented him from casting any more spells. He would fall in melee combat soon after. This left their leader, Molkar. I stunned him with a Dart of Stunning and pounded him with my staff until he fell.

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I went to see Keldath at the Temple of Lathander to get my comrades raised for the third time in a week or two. Again I asked if they still wanted to be with me, and again they assented. I wanted to know how they had experienced death, but both companions remained pretty much silent. I wonder if it’s something beautiful, the soul moving on to new horizons. But I suppose my friends’ souls must have wandered around me all the time, because how else could they have found their way to their revived bodies?
The three of us traveled to the Larswood in the hopes of finding the Bandit Camp. When we arrived, our first run-in with the Black Talon Elite ended in a bloodbath on both sides.

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I don’t understand how these fighters with their mundane weapons and armor (except for their Ice Arrows) can be so deadly and so difficult to kill. Part of it must have to do with the fact that they seem to operate in troups of five, but even individually I found them hard to deal with.

Coran’s fourth death had me decide to go and visit Khalid and Jaheira at the Friendly Arm Inn. I had been reluctant to deal with Jaheira. Surely she would criticize my judgment and tell me I should have never traveled without Khalid and her, but I had to swallow my pride and let her have her say. On the flipside Khalid had struck me as a nice fellow to have around, even in my earliest days as a shy and lonesome adventurer. I had Coran raised by Gellana Mirrorshade, and I told him I didn’t like the constant dance with death that both he and Dynaheir had unwillingly got caught up in. My companions had nothing against having reinforcements, and Khalid and Jaheira were more than willing to join, so our party grew to five members. Both Khalid and Jaheira are good fighters. I gave Khalid the Sword of Rage, Full Plate +1, the Helmet of Defense and the Gauntlets of Ogre Power. Jaheira got the Ankheg Plate Mail, a helmet, Bjornin’s Medium Shield +1, a Scimitar +1, and a pair of Boots of Avoidance I had found on Nimbul, and I had Thalantyr make her a Returning Throwing Dagger +1. Thus we steamrolled over the bandits in both Larswood and Peldvale. The quintets of Black Talons were webbed by Dynaheir and pelted by Coran (who had reassumed his archer role), Jaheira and me. Any foes that would come close had to face Khalid. The forest housed many wild animals I befriended. They helped us overcome the bandits.

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When we rested, Coran wanted to sleep with me. Not knowing how to behave, I turned away from him. The thought of him being an excellent lover and me all clumsy and awkward in my lack of experience is very unsettling to me. Sooner or later I shall overcome my shyness though. Maybe Coran is destined to be the one for me. I mean he has stuck with me for months, he has died more than once defending me, he’s always trying to please me and he hasn’t gone after anyone else.

The next day I infiltrated the Bandit Camp through a group of bandits we had met in Peldvale. None of the bandits would meet my companions until much later, as they were under the effect of Invisibility 15’ Radius. The Half-Ogre bandit leader, Tazok, came to me asking me what I wanted. When I told him he needed all the support he could get after the Nashkel Mines fiasco, he attacked me. I ran out of sight of the other bandits, and Tazok followed me. With the Boots of Speed on I was always faster than him, even after he had quaffed an Oil of Speed. Many arrows later the giant fell and I obtained a pair of Gauntlets of Weapon Expertise from him.

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The next one to make himself known to the camp was Coran. He kissed me on the lips and told me with a wink that he was going to go and make some friends. He returned with about one thousand GP, some useful potions, gems, spell scrolls, and a big smile on his face. That’s for all those resurrections you’ve had to pay for, he told me. At that moment it was me who kissed him instead of the other way around, for coming back unscathed, for his sense of humor and for being so nice with me at all times.

Coran led us to Tazok’s tent, and told us that that was where the leaders of the camp united. We entered, ready for a fight: Jaheira had buffed us with a Chant, and Dynaheir had hasted us and cast Invisibility 15’ Radius. We positioned ourselves in the back. Coran and I would aim our bows toward their Mage, with Coran poisoning his arrows for extra impact. Khalid would take the frontline with Jaheira, and Dynaheir would cast disabling spells from the back, to start with Horror. The plan worked pretty well, in spite of a number of setbacks. Dynaheir’s Horror affected only one foe, a Goll warrior (Britik), the Mage managed to hold Khalid who was a split second too late in activating his sword’s rage ability, and the enemy archers seemed to have but one target: poor Dynaheir. It was a good thing that she managed to web many of our foes, so that Coran, Jaheira and I could finish them off with our ranged weapons. This time there were no casualties on our side.

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I found a very nice reward in the form of a weapon that seemed to have been made for me: the Longbow of Marksmanship. We released a prisoner who told us that the organization behind the Iron Crisis and the banditry was the mercantile consortium known as the Iron Throne. They’re supposed to have a base in the Cloakwood, so I guess that’s where we’ll be going. First however we went invisible again, before leaving the tent. We felled Taugosz Khosann, the leader of the Black Talons I’ve come to despise (they’re much too intelligent and disciplined and dangerous to my taste), looted his suit of full plate mail, and left the camp.

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After a brief stop at the Friendly Arm Inn to rest and to barter with Bentley Mirrorshade we made our way to the Cloakwood. We were immediately reminded of having trespassed on spider-territory when we were attacked by suddenly appearing Phase Spiders, exactly like the first time Coran and I had ventured there. After we slew them, we spoke with a boy named Chelak who had lost his brother somewhere in the area. We feared the worst but promised the boy to go and look for the brother. We traveled protected by Invisibility, so that triggering any web traps wouldn’t have deadly consequences.
The area was eerily quiet. I found no natural animals except perhaps for small animals such as squirrels. They must have abandonded the area due to the ubiquitous spiders. Even if there were wolves or bears here, I probably wouldn't have called them so as not to expose them to the spiders' webs and poisons. Relying on stealth, my Boots of Speed and my Longbow of Marksmanship, I was the only one of our group to become visible at moments. With hit and fade tactics I removed a number spiders, my racial enemy, until I reached a den. In it I met Centeol, a cursed being that set her spiders on me. I fled outside and made use of the open space to hit and fade. I cost me one Potion of Invisibility when a Giant Spider spat a web trap my way, but otherwise I had little difficulty with the monsters.

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Back inside I slew Centeol and I found a Wand of Frost, Chelak’s brother’s corpse, and Spiders’ Bane, a mighty blade. I returned the body to Chelak.

-----------------------

QUESTION:
With the Wand of Frost I just found, and the Wands of Lightning and of Magic Missiles I had kept in my Bag of Holding, Thalantyr can enchant the Longbow of Marksmanship and turn it into the following weapon:

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Do you folks consider this to be a an overpowered weapon? I think the enchantment / Thac0 bonus isn’t necessarily OP, but the extra elemental damage might be a bit too much no? Not sure if it would break the game, but I think the Longbow of Marksmanship is already quite a beautiful weapon in itself. Any opinions are most welcome.


  • Grimwald the Wise et Jianson aiment ceci

#10732
Charlestonian Knight Templar

Charlestonian Knight Templar
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I knew Scar was waiting for me & I figured it involved gold so I wanted to get busy securing that, you know, the old, ‘Bird in the Hand…”.   I needed to organize inventory, sell stuff, buy things, resupply etc so I worked on that for a while. 

 

I’d also been informed by a Hobbit named Bellamy in one of the Inn’s, can’t remember which one now, that there was a Paladin by the name of Phandalyn looking for me behind a ‘dockside tavern’.  I went looking for the fight but was unsuccessful. Anyone that challenges Ironside can expect that challenge to be honored instantly –guess he chickened out.

 

Key Event: So it was off to see Scar about this investigation of the iron Throne.  Instead I had audience w/Duke Eltan. My Demoness is placing me in some amazing places. I asked Duke Eltan to have his ‘Flamers’ (I love that veiled insult to the Fisters) give us some space but he refused saying he wanted to hide the fact that he was hiring a ‘criminals.’  There was no question what to do when I got to the Iron Throne.  Their leadership may be evil but they are not allies of my Demoness or her Mistress. They stand in my way & I need to attack, attack, attack & not give them a chance to get the initiative.  Once I had the go ahead & the doors closed behind me, I was taking no guff. I had my folks pummel a Guard on the ground floor & about 10 on the 2nd.  I wasn’t trying to sneak in or anything of the kind. I was here to kick butt & take names as I had plenty of evidence from the mines & Bandit Camp to show the Throne was up to no good giving me license to murder them all. Even the merchants were hostile after we’d been there a while & I had to restrain my subordinates to keep them from bumping them off too.  Safana kept working up the stairs, Hidden in Shadow/Moving Silently, & then returning w/ a report of what was on the next level. Finally she came down from the 5th Floor to say that the leaders of the Iron Throne were there right in the middle of the room & were ripe for a hit & run attack which would likely draw any survivors down where we could set an ambush. I liked it & had Quayle cast Invisibility 10’ Radius on all of us. Then he & Safana went up, Safan protected by invisibility & Hidden in Shadow/Moving Silently. She threw a Potion of Explosions in their midst & Quayle launched his Necklace of Missiles for a ‘two-fer’.  

12cc1c2c9a951ae6a46f2e9da9d71b.jpg
SURPRISE ASSAULT ON THE IRON THRONE

 

Sure enough the Iron Thrown leaders came pouring down the stairs, still smoking literally & figuratively into our waiting ambush fronted by Shar-Teel, Kagain and I w/Viconia back a bit where she could use spells. It was a mess & it wasn’t long before both Safana & Quayle, who’d already taken damage upstairs were out of the fight.  Kagain lost his invisibility & tried to get away but only made it a ways up the hall before he was cut down. Shar-Teel, Viconia & I were still invisible & moved across to the other staircase & down to the 3rd. Before she went down, Viconia cast Animate Dead from off to the side which occupied them a while.  Downstairs, I quaffed a Potion of Fire Giant Strength, Shar-Teel Frost Giant & Viconia Strength. Then I quaffed an unidentified Potion of Magic Shielding (or Protection) not sure which & headed upstairs. Shar-Teel had scouted them Invisibly & knew that there were four of them to deal w/up there.

 

I headed up the stairs & had the girls wait, w/my enchanted Plate Armor, Magic Protection, Girdle of Bluntness and Boots of Avoidance & having just increased my Dexterity to 19 w/the Manual of Dexterity, I felt I could get in & do some damage to the four up there. One of them was waiting @ the top of the stairs & I cut him down quickly.  Then I could see another & when the other two I expected didn’t move to his aid from around the corner I charged & took Magic Missiles  in the chops…& again. Somewhere in there I quaffed two Elixirs of Health & once I got to him I cut him down quickly too. Shar-Teel, Viconia & I were barely scarred even though my other servants were dead. We three survivors looked everywhere for more Iron throne, expecting at least two but even up on the fifth level, aside for a single Rogue they were not to be found. 

9877a2525e4364cb6969bf62285511.jpg
SEARCHING FOR ENEMY SURVIVORS AFTER INITIAL ASSAULT

 

We collected articles from each of our dead & left the compound in a rush to find a priest, raise my dead, heal them w/the priests services, buy Potions of Healing & Elixirs of Health & get back before the Iron Throne could regroup. I wanted my servant’s equipment back & I wanted to loot off the carcasses of my victims.  It took a while but we made it to the Temple of Helm & being a joint run by a human, gold talks so I was able to get everything I wanted & then make tracks back to the Iron Throne. As soon as we got in the door, the missing Iron Throne leaders were waiting on the first floor as they’d been surveying the damage. I cast Horror & that sent them all reeling. Quayle started casting Blindness @ one right after the other, including a couple of Doppelgangers. In a word we smashed them mercilessly & collected a bunch of loot.  

 

379b782f2ab2a8253eac90c668c4a0.jpg
RETURN TO MOP UP SURVIVORS BEFORE THEY CAN REGROUP

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MISSION COMPLETE

 

After some time to reorganize, rest, sell loot, identify enchanted items, I led them to Duke Eltan & got my reward. He immediately asked us to go to Candlekeep since I’d told him we’d find Rielter there. I hit the Priest of Oghma first, bought all his Potions of Healing, 10 Elixirs of Health & a 2nd raise dead Scroll for Viconia. Then it was off to the Candlekeep Inn where I sit right now, Shar-Teel sleeping in our bed. Before she drifted off she was telling me she wanted to get away from the Fist & move somewhere safe, like Calimsham – she says w/our good sword arms we can do very well in the slave trade there.  She likes Kagain okay but she’s ready to dump the others. She is VERY jealous of Viconia I just found out.  I told her I needed to finish my current quest first & she agreed but she’s ready to move on.

 

I dreamt that night.  Once again, I heard from that ‘other’ power pulling @ me & it granted me Vampiric Touch. My Overlord, not to be outdone, visited me on the heels of the first dream & reminded me that my soul belongs to her Mistress, & that I need not go anywhere or do anything unless she directs me to do so. The Type V Demoness asked me if I really think I got an audience w/Duke Eltan on my own volition. No, that too was part of her Mistress’ plan for me. She made a point of telling me that every power I had was a blessing from her Mistress & could be instantly removed for any failure or lapse in loyalty.

 

Treasure of Note: Ring of Free Action (Shar-Teel), Plate Mail (Kagain); Halberd +1 (sold); An as yet Unidentified Cloak – looks like Protection +2 (TBD); Potions also unidentified (Oil of Fiery Burning?); Some good 2nd Level Scrolls (Stinking Cloud, Ghoul Touch, etc (Quayle)

 

Current Disposition: Resting @ the Candlekeep Inn

 

8e5720d27eef04a3bd3ac24ee74e0f.jpg
BACK @ CANDLEKEEP. SHAR-TEEL JUST MADE MADE IT CLEAR SHE WANTS VICONIA AND SAFANA TO GO. 
 

Next Steps: Headed into the Library tomorrow

 
Level Up: Shar-Teel is now a Chevalier (Fighter/7); Viconia was blessed by Shar & is now a Lama (Cleric/7) & chose Cause Serious Wounds & Mental Domination to add to her previous divine repertoire.

 

Current Party: (Reputation: 5 - Disliked)

Ironside: Ftr/Fallen A-Pal//6, F/P/Mail +1 w/RoP +1) wBoots/Avoidance, Girdle/Bluntness, Gauntlet’s/WS; Spiders Bane**, B/Sword+1/+3 vs SSs**,  (THWS**); Lord Foreshadows Ring) (Zhalimar Cloudwulfe)

Shar-Teel: Ftr//7 w/F/P/Mail w/RoP +1 /2 L/Swords*** w/RoFAction (2HWS***)(Ramazith)

Viconia: Cleric//7, S/Mail w/S/Shield*, Mace*, Slg*; R/Animal Friendship, R/Holiness (Phase Spider)

Safana: Thf//7 w/S/Leather, Dart*, S/Swd* & Dgr* (Davaeorn)

Kagain: Ftr/Bkr//6 w/S/Mail & Battle Axe +1 *** (or Throwing Axe***)(2WS***)(Sword Spider)

Quayle: Mage/Ill//7, Dgr*, Slg*(Whebber Ott)

 

Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)

 

Blue Font: New information;

Red Font: Monster encounters (first use)

(Best kill)


  • Grimwald the Wise et Blackraven aiment ceci

#10733
Grimwald the Wise

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Do you folks consider this to be a an overpowered weapon? I think the enchantment / Thac0 bonus isn’t necessarily OP, but the extra elemental damage might be a bit too much no? Not sure if it would break the game, but I think the Longbow of Marksmanship is already quite a beautiful weapon in itself. Any opinions are most welcome.

It all depends on how you are finding the game. If you are finding it too hard, use it, if not, don't.


  • Blackraven aime ceci

#10734
Gate70

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Jerov the Dark Moon Monk sighs. There is a lot his travelling companion needs to learn.

Baldr001.jpg

 

With the job done it is time to leave.

Baldr003.jpg



#10735
Gate70

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Imoen is still waiting at the road to Candlekeep and Jerov realises she will remain there forever. Rasaad seems keen for her to tag along so Jerov relents, intent on dumping her in Beregost. Once there Jerov has to help a wild mage called Neera and the party size swells to four.

 

After getting reputation to heroic (20) Jerov decides to deal with basilisks after rescuing a petrified adventurer. All are killed except one near Mutamin, this one chasing after a scared Jerov while Rasaad and Imoen try to shoot through the defences of the gnome. Neera uses a scorcher to end his fate but by this time he has landed two Melf's Acid Arrows on Jerov. The remaining greater basilisk is attacked a couple of times but Imoen and Rasaad have to retreat each time Jerov runs out of sight.

 

Jerov has brought 4 gnolls in to fight and activated Korax too before continuing his panic. Imoen says the ghoul can help with the gnolls since Jerov is down to 1hp and still running. A short while later all the enemies are dead thanks to a colour spray. Jerov has regained his senses and there is no sign of the greater basilisk. The sensible thing to do would be to regroup but Jerov senses Korax will get itchy so heads over to Kirian and her adventurers. As they are sighted the basilisk looms out from behine a stone pillar. Jerov moves towards it as everybody else retreats but Imoen has been gazed and turns to stone before our eyes.

 

Jerov kills off the basilisk and sends Korax towards Kirian. He scouts around and fails to blind Peter so casts blur and moves in towards him. Rasaad attacks from the other flank as Neera casts a chaos shield. Rasaad hurls a bullet to disrupt Kirian then moves in to melee her. Jerov has frozen fists and although Kirian casts mirror image the combined attacks plus a NRD Magic Missile is enough to kill her. We switch to Peter, disrupting his spell and then Korax paralyses him. Baerin and Lindin are also both stunned, meaning Korax survives. He is sent to guard Imoen while a second stone to flesh scroll is purchased.

 

Korax has turned hostile by the time we return and Neera realises we forgot to rest but her burning hands are enough to frazzle his resistance and we are free to get Imoen de-petrified. She celebrates back in Beregost, glugging 3 potions of perception before successfully lifting a cloak off the rotund Algernon.

 

Reputation 20, charisma 21. Dagger of Venom plus Greenstone Amulet for Jerov. Shadow Thief armour and Cloak of Displacement for Imoen.



#10736
Aasim

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Great job, CKT. This might be the run to get you to BG2....


  • Blackraven aime ceci

#10737
Aasim

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Ok, here we go:

 

001.jpg
 
 
Weidu:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v10
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: v13_120121
~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement
~TIAX/SETUP-TIAX.TP2~ #0 #0 // Tiax NPC MOD for Baldur's Gate II: v3
~SETUP-KIVAN.TP2~ #0 #0 // Kivan of Shilmista: v13
~SETUP-KIVAN.TP2~ #0 #4 // Select Deheriana's Class -> Specialist-Mage, Diviner: v13
~SETUP-KIVAN.TP2~ #0 #5 // Select Kivan's Portrait -> Do Not Install Alternative Portrait for Kivan.: v13
~SETUP-KIVAN.TP2~ #0 #7 // Install ToB Portion of the Mod: v13
~XAN/SETUP-XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II: v14
~XAN/SETUP-XAN.TP2~ #0 #3 // Install alternate class for Xan? -> Change Xan's class to Sorcerer: v14
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3.1 (Hotfix 03)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3.1 (Hotfix 03)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3.1 (Hotfix 03)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3.1 (Hotfix 03)
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1020 // Potion Revisions: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1093 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids, With Halved Specialization: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V3 Beta 1.17
~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 20
~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 20
~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 20
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #0 // Restored BG1 Spell Casting Voices: v2.4
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #1 // Restored BG1 Spell Sound Effects: v2.4
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #2 // Restored BG1 Weapon Attack Sounds: v2.4
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #3 // Restored BG1 Armor Hit Sounds: v2.4
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #5 // Restored Chunked Death Sound Effect -> Alternate BG1 Sound Effect (Gore): v2.4
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #7 // Mute Reputation Loss Sound Effect -> Reduce Volume Only: v2.4
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #8 // Mute Tooltip "Paper" Sound Effect: v2.4
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v14
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal: v14
~SETUP-NSCPORTRAITS.TP2~ #0 #0 // Portraits for BG1(BGT): v2.6
~SETUP-NSCPORTRAITS.TP2~ #0 #1 // Portraits for BG2 and ToB: v2.6
~SETUP-NSCPORTRAITS.TP2~ #0 #1340 // Portraits for Big Picture: v2.6
~SETUP-NSCPORTRAITS.TP2~ #0 #5000 // Alternate Female Character-Creation Portraits: v2.6
~SETUP-NSCPORTRAITS.TP2~ #0 #5010 // Alternate Male Character-Creation Potraits: v2.6
~1PP/1PP.TP2~ #0 #103 // 1ppv4: Extended palette entries -> Full install (recommended)
~1PP/1PP.TP2~ #0 #104 // 1ppv4: GUI additions for BGII
~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes
~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects
~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes
~SETUP-SPELLPACKB6.TP2~ #0 #2412 // Minor Malison and Greater Malison
~SETUP-SPELLPACKB6.TP2~ #0 #2913 // Wail of the Banshee
~SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 11 (5 Feb 12)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v14
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #4000 // 3rd edition style Strength: TB#Tweaks, V 2.61
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #4500 // 3rd edition style Dexterity: TB#Tweaks, V 2.61
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #5000 // 3rd edition style Constitution: TB#Tweaks, V 2.61
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #6000 // 3rd edition style Wisdom: TB#Tweaks, V 2.61
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #6500 // 3rd edition style Charisma: TB#Tweaks, V 2.61
~SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities: Refinements v 3.31
~SETUP-REFINEMENTS.TP2~ #0 #30 // Shapeshifting fix -> Heal on shifting back to human (Default): Refinements v 3.31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6024 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal and Shadows of Amn get HLAs (very challenging and not really recommended!): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v28
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.31
~POLYTWEAK/POLYTWEAK.TP2~ #0 #50 // PnP mind flayer attacks: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #60 // Improved (less buggy) trolls: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #70 // Improved Umberhulks: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #80 // Improved Yuan-Ti: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #83 // Improved Minotaurs: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #85 // Corrected Vampire Stats: v2.00
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #55 // Dudleyfix for BG1 NPCs: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #60 // Fix BG1 NPC spells and innate abilities: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #100 // Update game references to NPC classes/kits: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1228 // Kivan: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1212 // Minsc: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1235 // Xan: v1.9
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2

 

 

This is supposed (I hope not to get killed :) ) to be a trio run for BG1 - Ishtar, Imoen and Minsc. If all goes well, we'll adopt Anomen( :o), Keldorn and Nalia in BG2. Only humans are allowed in party, so the alternatives are limited.

Anyways - picked up Immy right off the bat. Did the quest for Joia's ring, some minor stuff in Beregost, killed off the spiders which granted Ishtar 2nd level and a net increase of 14 HP.

002.jpg

 

 

Bought an Acid protection scroll, and went to wrestle Ankhegs (I need Pro Acid, otherwise a single critical from an ankheg will kill instantly on a failed save).

On the way there had to run from a multitude of enemies.

003.jpg

 

 

Upon arrival at ankheg farm, we wanted to rest (journey took a while) but got ambushed, and scroll had to be used immidiately.

004.jpg

 

 

Killing 3 of ankhegs got Ishtar to level 3 - making him less prone to instagib.

005.jpg
 

 

Two big batches were dealt with some help from two Oils of Speed we had.

006.jpg
 
 
We also returned the Water bowl.
007.jpg
 
 
Traveled to Nashkel, picked up Minsc (joined at level 4), and got him a magical sword.
008.jpg
 
It was time to rescue Dynaheir. We killed most of the enemies we encountered on the way, and helped out the little guy who wanted his doggie.
010.jpg
 
 
011.jpg
 
 
After rescuing Dynaheir, a brief visit to Nashkel mines was the end of Greywolf.
012.jpg
 
 
More experience needed - Sirens and golems were next.
013.jpg
 
 
dualed Immy to mage at level 6. She was of great help with Wand of Lightning  vs Bassilus, our next target.
016.jpg
 
017.jpg
 
018.jpg
 
 
 
Since Hold-type spells are Cavalier's Achilles' heel, Dushai was slain. All in the name of good, however :P
019.jpg
 
 
Finally, I bought Greenstone amulet, Cloak of displacement and a Ring of Invisibility, ending the session there. Our next stop is likely to be a short visit to Firewine for gauntlets of weapon mastery, followed by Ulcaster ruins.
020.jpg
 
 
 
 
 

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#10738
Charlestonian Knight Templar

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Great job, CKT. This might be the run to get you to BG2....

Oh darn.  

 

Hope that's not like saying, "Hey this guy hasn't given up a hit in seven innings. He's on the verge of a 'no-hitter'.



#10739
Aasim

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Oh darn.  

 

Hope that's not like saying, "Hey this guy hasn't given up a hit in seven innings. He's on the verge of a 'no-hitter'.

I hope so as well. :)



#10740
Aasim

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Ishtar, 2nd BG1 update

 

Things were fairly straighforward in this short session. We started off by killing Melium.

021.jpg
 
And paying a swift visit to Gullykin. She's a feisty one indeed. The group took two fireballs before they even reached us.
022.jpg
 
Which left them at near-death state.
023.jpg
 
Imoen did get held and Minsc had some skeletons on his tail, but other than that, no harm done.
024.jpg
 
A slight detour from the planned path was the visit to Duralg's Tower, where we killed the top floor basilisks, some ghast, Battle Horrors and aquired the Tome of Wisdom for Ishtar.
025.jpg
 
We couldn't delve into the tower much further, since Imoen hasn't yet reached mage level 7, needed to activate her thif class back. For more easy XP, basilisk garden was our next destination. Prior to that, Imoen scorched some wolves. I'll be needing a new Wand of Fire soon.
026.jpg
 
Basilisks themselves were little trouble under Pro Petrification, while Mutamin barely got to give his speech.
027.jpg
 
028.jpg
 
Also did the mercenary group there. A bit rough without Webs and only one fireball wand charge, but we pulled through.
029.jpg
 
030.jpg
 
Our attempt to restore Melicamp to humanesque form was, as per usual, a splendid failure.
031.jpg
 
Kivan was sacrificed to finish Shoal's quest. We killed both his master and her, along with the rest of the enemies on the map. 
032.jpg
 
Unfortunately, without critical hit protection, one can only run from Ogre Berserkers until their Rage expires - they're too damaging to be tackled in melee.
This is Ishtar's health pool after getting hit by a critical from an exhausted Ogre (counting in the 20% damage resistance from full plate he wears)
033.jpg
 
Wrapping things up, we finally decided to do Nashkel mines. Imoen's two pre-set Skull traps were triggered by Minsc, awfuly played on my side.
034.jpg
 
It didn't help Mulahey much.
035.jpg
 
Smashed our way through amazons by using brute force...
036.jpg
 
..and vanquished some undead abominations.
037.jpg
 
Finally, we return to Nashkel to rest, get "ambushed" by a lone hunter, whose morale broke after a single hit.
038.jpg
 
No exp here for us, as a guard got the final blow.
038.jpg
 
For end, Neira was done.
040.jpg
 
Now we're en route to Beregost - a mage is to be defeated.
 
 
 
 
 


#10741
Jianson

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Do you folks consider this to be a an overpowered weapon? I think the enchantment / Thac0 bonus isn’t necessarily OP, but the extra elemental damage might be a bit too much no? Not sure if it would break the game, but I think the Longbow of Marksmanship is already quite a beautiful weapon in itself. Any opinions are most welcome.


Well, I see the main use of this bow as a tool to be able to chew down Stoneskins on enemy bards/mages while at the same time interrupting their spells. Something that normally requires the use of special arrows.

If you are running with Hard Times, it may be overpowered because ice- and acid arrows ar rare and expensive there. (fire arrows can also do it, and are more common, but they allow a save against the entire fire part of the damage)

What enchantment do the 'phantom arrows' (i.e. the ones you fire if you don't use ammo) have? If they count as normal arrows, then PfNM will stop them and then I don't think the bow is overpowered.
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#10742
Aasim

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If they count as normal arrows, then PfNM will stop them and then I don't think the bow is overpowered.

They don't. Fwiw, I don't think that bow is OP, I'd call it more "convinient" since it doesn't require ammo.


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#10743
Grimwald the Wise

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Looking good Aasim.



#10744
Grond0

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Wrecking Crew IX (update 3)
 
The Crew suffered their first fatality in the Cloakwood, but progressed pretty untroubled apart from that and have just arrived in Baldur's Gate.
 
The Nashkel mine offered no real threat.  Mulahey was allowed to talk and managed to cast a rigid thinking before he died, but Slane saved.  Outside the mine Zeela failed to cast a spell; Lamalha managed a glyph of warding, but that bounced off Slane and the rest of the amazons were killed within the next few seconds.
 
After giving Joseph's wife a consolation prize, two characters shot at Nimbul while the rest prepared for melee - but their services proved not to be needed.  Tranzig was generously allowed to talk - given that he stood no chance anyway.
 
The Crew got a lift to the Bandit Camp with Teven where I was hopeful of getting Tazok's bracers.  He was surrounded and would have died very quickly after he said the fight was over, but he rather meanly disappeared instantly.  Slane took a few bandit arrows and Flange was poisoned by Hakt, but neither of those were serious as the camp was cleared.  The full plate from Taugosz means everyone is now equipped with plate mail or better.
 
In the first Cloakwood area I intended to reject the offer of some soothing balm from the druids, but again chose the wrong character to speak to Aldeth and he wanted nothing further to do with the Crew.  In the second area the spiders struggled to hit Slane in fair combat.  However, I recklessly continued exploring after triggering a web trap near the bottom of the map - that resulted in all characters being held during an attack by a couple of phase spiders.  Not surprisingly Max was poisoned and died just before Slane could try out his new slow poison ability.
 
Once the party was back together again, and Gurke had been offered his cloak back, the Crew returned to finish off the second area without further problems - everyone getting up to level 7 in the process.  In the third area Amarande had the momentary satisfaction, just before he died, of holding Slane.  Takiyah managed exactly the same, but Izefia failed to cast at all.
 
In the fourth area the hamadryad also failed to cast, while the wyverns in the cave failed to register a hit.  A wyvern did manage to poison Slane in an ambush on the way to the 5th area, but Tribune was quickly there that time with a slow poison.  On to the mine, where Kysus managed to choke out a chaos spell before choking, but Slane saved.
 
In the mine Slane briefly borrowed Tribune's Boots of Grounding to lead a lightning bolt trap into Hareishan's guard room.  When the mage's spell was disrupted by missile fire the battle was effectively over.  Natasha did manage to confuse Max, but that didn't do her much good - still better than the ogre mage did though.
 
With 6 level 7 fighters attacking them the battle horrors didn't last long and Slane went after Daveorn wearing his Helm + ring of fire protection and Boots of Grounding.  Once Daveorn's lightning bolt and fireball were out of the way the others joined in the fun and Slane just needed to save against a dire charm before getting the killing blow.
 
Tribune - fighter 7, 79 HPs, 236 kills
Slane - fighter 7, 85 HPs, 456 kills
Ace - fighter 7, 78 HPs, 370 kills
Chaste - fighter 7, 78 HPs, 160 kills
Max - fighter 7, 81 HPs, 152 kills, 1 death
Flange - fighter 7, 88 HPs, 190 kills


#10745
Blackraven

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Aasim, doing well! I like the NPC portraits, never heard of that mod. And did you really go Ankheg hunting at level 1? I find that way too danegrous even with Prot from Acid (the ankhegs' melee attacks can be nasty). Instead of buying that scroll why not buy the green Scroll of Prot. from Petrifcation? Much safer in my experience.

Re: The Snow Storm Bow, I'v decided to continue with it.
It's powerful, but I just calculated something: having the bow made cost me 5000 GP plus my wands of frost (10-12k GP?), lightning (12k GP) and magic missiles (10k GP). This means losing about 35-40k GP. With that amount of gold I could have bought a nice collection of enchanted arrows plus the dagger of venom or an ioun stone for Dynaheir. I could really use all that gold. cause atm I have about 800 GP. (Hard Times at work here...)
So all in all I don't feel like a cheat using the bow. As Aasim says, it's more a convenience thing for me. Thanks all for your feedback.
 



#10746
Jianson

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Yeah, and you also have to give up the very powerful wand of frost.

#10747
Blackraven

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Yeah, and you also have to give up the very powerful wand of frost.

Hmmm, was that a joke? Or have I missed something? I normally sell the Wand of Frost or have it somewhere in a bag of holding or a mage's quickslot without ever using it....



#10748
corey_russell

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Hmmm, was that a joke? Or have I missed something? I normally sell the Wand of Frost or have it somewhere in a bag of holding or a mage's quickslot without ever using it....

 

Wand of frost, as cold damage can chunk, so you certainly don't want to use on a mob with an item you want (like Drassus). Personally, I find them most useful in ambushes on enemies that you don't care about loot, like Cloakwood ambushes, bears and what not. The BG 1 vanilla wand of frost is far more pratical then the BG 2 variant, I think. In vanilla, it just a single powerful shot at enemy, so no friendly fire unlike the BG 2 version of the wand.


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#10749
Blackraven

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@Corey, ah I see. Would it work against golems? For example in the Treasure Cave?
Centeol used it against me yesterday, it had the BG2 effect of the cold/ice fanning out toward me. Is the BG2 effect equally strong as the BG1 effect, or is it less damaging (for being less concentrated)? I think I've quite underestimated the wand...



#10750
corey_russell

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@Corey, ah I see. Would it work against golems? For example in the Treasure Cave?
Centeol used it against me yesterday, it had the BG2 effect of the cold/ice fanning out toward me. Is the BG2 effect equally strong as the BG1 effect, or is it less damaging (for being less concentrated)? I think I've quite underestimated the wand...

While it could work on a golem, I wouldn't count on it, I think golems have like 90% magic resistance. I'm pretty sure the BG 2 effect is weaker, but not 100% sure on that. It would be sweet early level though, slaughter mass of xvarts in ambush. The BG 2 version flaw is the same as color spray spell - easy to hit your own party members. So in all, it is certainly useful, just certain circumstances only, like most items.


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